Paradox Game Engine  v1.0.0 beta06
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EffectParameterType.cs File Reference

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Namespaces

package  SiliconStudio.Paradox.Shaders
 

Enumerations

enum  SiliconStudio.Paradox.Shaders.EffectParameterType : byte {
  SiliconStudio.Paradox.Shaders.EffectParameterType.Void = unchecked((int)0), SiliconStudio.Paradox.Shaders.EffectParameterType.Bool = unchecked((int)1), SiliconStudio.Paradox.Shaders.EffectParameterType.Int = unchecked((int)2), SiliconStudio.Paradox.Shaders.EffectParameterType.Float = unchecked((int)3),
  SiliconStudio.Paradox.Shaders.EffectParameterType.String = unchecked((int)4), SiliconStudio.Paradox.Shaders.EffectParameterType.Texture = unchecked((int)5), SiliconStudio.Paradox.Shaders.EffectParameterType.Texture1D = unchecked((int)6), SiliconStudio.Paradox.Shaders.EffectParameterType.Texture2D = unchecked((int)7),
  SiliconStudio.Paradox.Shaders.EffectParameterType.Texture3D = unchecked((int)8), SiliconStudio.Paradox.Shaders.EffectParameterType.TextureCube = unchecked((int)9), SiliconStudio.Paradox.Shaders.EffectParameterType.Sampler = unchecked((int)10), SiliconStudio.Paradox.Shaders.EffectParameterType.Sampler1D = unchecked((int)11),
  SiliconStudio.Paradox.Shaders.EffectParameterType.Sampler2D = unchecked((int)12), SiliconStudio.Paradox.Shaders.EffectParameterType.Sampler3D = unchecked((int)13), SiliconStudio.Paradox.Shaders.EffectParameterType.SamplerCube = unchecked((int)14), SiliconStudio.Paradox.Shaders.EffectParameterType.UInt = unchecked((int)19),
  SiliconStudio.Paradox.Shaders.EffectParameterType.UInt8 = unchecked((int)20), SiliconStudio.Paradox.Shaders.EffectParameterType.Buffer = unchecked((int)25), SiliconStudio.Paradox.Shaders.EffectParameterType.ConstantBuffer = unchecked((int)26), SiliconStudio.Paradox.Shaders.EffectParameterType.TextureBuffer = unchecked((int)27),
  SiliconStudio.Paradox.Shaders.EffectParameterType.Texture1DArray = unchecked((int)28), SiliconStudio.Paradox.Shaders.EffectParameterType.Texture2DArray = unchecked((int)29), SiliconStudio.Paradox.Shaders.EffectParameterType.Texture2DMultisampled = unchecked((int)32), SiliconStudio.Paradox.Shaders.EffectParameterType.Texture2DMultisampledArray = unchecked((int)33),
  SiliconStudio.Paradox.Shaders.EffectParameterType.TextureCubeArray = unchecked((int)34), SiliconStudio.Paradox.Shaders.EffectParameterType.Double = unchecked((int)39), SiliconStudio.Paradox.Shaders.EffectParameterType.RWTexture1D = unchecked((int)40), SiliconStudio.Paradox.Shaders.EffectParameterType.RWTexture1DArray = unchecked((int)41),
  SiliconStudio.Paradox.Shaders.EffectParameterType.RWTexture2D = unchecked((int)42), SiliconStudio.Paradox.Shaders.EffectParameterType.RWTexture2DArray = unchecked((int)43), SiliconStudio.Paradox.Shaders.EffectParameterType.RWTexture3D = unchecked((int)44), SiliconStudio.Paradox.Shaders.EffectParameterType.RWBuffer = unchecked((int)45),
  SiliconStudio.Paradox.Shaders.EffectParameterType.ByteAddressBuffer = unchecked((int)46), SiliconStudio.Paradox.Shaders.EffectParameterType.RWByteAddressBuffer = unchecked((int)47), SiliconStudio.Paradox.Shaders.EffectParameterType.StructuredBuffer = unchecked((int)48), SiliconStudio.Paradox.Shaders.EffectParameterType.RWStructuredBuffer = unchecked((int)49),
  SiliconStudio.Paradox.Shaders.EffectParameterType.AppendStructuredBuffer = unchecked((int)50), SiliconStudio.Paradox.Shaders.EffectParameterType.ConsumeStructuredBuffer = unchecked((int)51)
}